Editing Roy (SSBM)

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{{ArticleIcons|melee=y}}
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{{Disambig2|Roy's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Roy}}
{{disambig2|Roy in ''Super Smash Bros. Melee''|the character in other contexts|Roy}}
{{Infobox Character
{{Infobox Character
|name = Roy
|name         = Roy
|image = [[File:Roy SSBM.jpg]]
|image       = [[File:Roy SSBM.jpg|Roy]]
|game = SSBM
|game         = SSBM
|ssbgame1 = SSB4
|ssbgame2 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D
|ssbgame1    = SSB4
|tierPAL = G
|tier        = F
|ranking = 21
|ranking     = 20
|rankingPAL = 22
}}
}}
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. He is a [[clone]] of {{SSBM|Marth}}, differentiated primarily by his [[sweetspot]]s being located near the center of his blade rather than the tip. Although ''Fire Emblem'' games were Japan-exclusive at the time, this did not stop Roy from being added to ''Melee''{{'}}s non-Japanese versions, since Nintendo of America found him fun to play as.<ref>[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Sakurai Interview: Fire Emblem 25th Anniversary - Source Gaming]</ref> His design in ''Melee'' comes from the version of ''Fire Emblem: The Binding Blade'' shown at Nintendo Space World 2001, though it has minor changes. Additionally, he is one of two ''Melee'' characters that only speak Japanese in all its versions (the other being Marth), and he is voiced by {{s|wikipedia|Jun Fukuyama}}.
{{cquote|''While Roy's moves are well balanced, he's a little on the slow side, and doesn't excel at midair combat.''|cite=Description from Roy's trophy.}}
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a [[secret character]] in ''[[Super Smash Bros. Melee]]''. Roy is a [[clone]] of {{SSBM|Marth}}, with all of their moves having the same animations and most having similar functioning, although they do also have their differences in their fighting styles (primarily in the location of their [[sweetspot|sweet]] and [[sourspot]]s). Like Marth, he is a hidden character, making Roy the only clone of an unlockable character.


Roy currently ranks 21st on the ''Melee'' [[tier list]], in the D tier, which is his worst placement in the series. Roy's advantages include an above average approach due to having one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach|reaches]] in the game thanks to his sword. However, Roy's flaws are significant, which include having poor flexibility in his combo game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, having few moves that can KO reliably and only one of which (forward smash) that is an adequate finisher. He also possesses one of the worst recoveries in the game as [[Blazer]] travels a very short distance vertically, and being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself. These flaws overpower Roy's strengths, leading to him struggle against the vast majority of the cast, especially against those who are higher ranked than him on the tier list.
Roy is currently ranked 20th on the [[tier list]], in the F tier. Roy's upsides include a good approach due to one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach]]es in the game. However, Roy's flaws are significant, including poor flexibility in his comboing game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, possessing few moves that can KO and only one of which (forward smash) that is an adequate finisher, and among the worst recoveries in the game while being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself, leading to numerous matchups hard countering him, especially against those who are higher-tiered than him.


==How to unlock==
==How to Unlock==
Roy must be defeated in battle before he can be unlocked. There are two ways the player can encounter Roy:
To unlock Roy, the player must complete either Classic or Adventure Mode as Marth without using a continue, or play 900 VS. matches.
*One way is to complete Classic Mode, Adventure Mode, or All-Star Mode as Marth without using any continues. If the player fails to defeat Roy, they can re-fight him by doing this same method again.
 
*Another way is to play 900 VS. matches to completion. If the player fails to defeat Roy, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Roy can be fought. This prevents Roy from being unlocked before Marth.
Roy is fought on [[Temple]], with the track "Fire Emblem" playing.
Roy is fought on the [[Temple]] stage, with the track "Fire Emblem" playing.


==Attributes==
==Attributes==
[[File:Roy's Melee Dash Attack.gif|thumb|Roy's [[dash attack]] infamously [https://www.youtube.com/watch?v=Kht7deE4Zyw doesn't work properly] because the hitboxes are active for the same amount of frames as Marth while being much slower.]]
Overall, Roy does not fall into any specific archetype of characters; while having a slew of powerful attacks, Roy himself is rather nimble, with a relatively fast dash, a good dash dance and a very high falling speed. However, Roy has a relatively poor air speed. A combination of a fast falling speed and a low traction gives Roy a decent wavedash.
 
Overall, Roy does not fall into any specific fighter archetype; while having a slew of powerful attacks, Roy himself is rather nimble, boasting a relatively fast dash and a long [[dash dance]], combined with very high falling speed. However, Roy has a relatively below-average air speed, similar to {{SSBM|Marth}}. A combination of a fast falling speed and low traction gives Roy a somewhat long wavedash (sixth longest in the game).
 
Being a clone of Marth in ''Melee'', Roy inherits some positive properties emblematic of Marth's game plan. Due to his movement properties and long wavedash, Roy has excellent ground-based movement. His down tilt also serves as a respectable poke and combo starter, as it will send opponents straight up when hit, allowing for potential follow-ups. Combined with an effective grab game, with the second-largest non-disjointed grab range (behind only Marth), Roy can somewhat emulate one portion of Marth's effective [[neutral game]] play: threatening grabs and down tilt out of his dash dance. With his ability to [[chaingrab]] some fastfallers such as {{SSBM|Fox}} and {{SSBM|Falco}} with his up throw, [[tech chase]] opponents and set up [[edgeguard]]s with his down and forward throws, as well as perform a handful of other combo setups that stem from his grab, Roy can force his opponents to respect him in the neutral while creating tangible threats as well. Roy also has a very fast [[SHFFL]] due to his fast falling speed and low-startup aerials, allowing him to further protect his space as needed.
 
Roy also boasts high power in most of his ground-based attacks. Roy's forward smash, like Marth's, has quick startup and covers a large range; this is his primary KO move, and most of Roy's combos will end with a sweetspotted forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing for reversal situations. His other two smash attacks are more situational, but both his down and up smashes are strong when landed; the latter even has multi-hit properties and can [[spike]] when struck at the tip, although this is very situational. Roy's specials are also quite strong as well; [[Flare Blade]] is a decent edgeguarding tactic and has huge knockback nearing [[one-hit KO]] thresholds when fully charged, [[Double-Edge Dance]] can serve as a backup neutral poke with strong third and fourth hits, and [[Counter]] can be used as a devastating surprise option, turning the tables against single, strong hits when the opponent least expects it. Counter can also intercept linear recoveries, and because it scales based on move power, it will almost assuredly KO most recovering opponents if landed, unlike Marth's Counter, which often simply resets the situation.
 
However, Roy's primary flaw is the [[sweetspot]] placement of his moves. While it may seem that Roy has great reach on paper due to his disjointed hitbox offered by the [[Binding Blade]], this is all merely an illusion in practice. Unlike Marth, who can safely attack opponents from a distance, Roy must still go into close proximity with the opponent to deliver strong damage and knockback, as the sweetspot on his sword is closer to the hilt rather than at the tip. While attacks can become incredibly powerful at this close of a range, this causes Roy to become very vulnerable, especially against characters with powerful close-range threats. This would not be as much of a problem if Roy's sourspots had utility in setting up KOs or extending combos, but many of them do not, greatly exacerbating this weakness. While Marth's weakest sourspots actually complement his game plan, using his weaker hitboxes to precisely set up for his stronger ones, Roy's sourspots fail to threaten the opponent in terms of knockback or damage.


As a result of this very close sweetspot, Roy himself lacks a particularly reliable KO move. With the exception of his forward smash, his down smash, and the later hits of his Double Edge Dance, Roy has few options to quickly KO, and even these attacks need to connect in close ranges in order for them to have any reasonable KOing power. Further compounding Roy's problems with KOing are his aerials; even when sweetspotted, none of these aerials can reliably KO under 200%, they require good setups in order to properly connect, and none of them can easily inflict damage in the first place. While he may have two meteor smashes (the third hit of his upward Double-Edge Dance and his down air) and one spike (tippered up smash), all three are highly situational, requiring particularly lucky or skilled setups in order to properly connect. When combined with poor offstage options from having high-lag aerials that are risky offstage and a poor recovery, Roy is almost completely dependent racking up damage with brief combo strings, culminating in a reliance on hard reads and unforced errors by the opponent to garner KOs.
Among Roy's primary strengths is his overall power in most of his ground based attacks. Roy's forward smash is a fast attack and is his primary KO move. Additionally, Roy has a powerful but laggy down smash and an up smash with multi-hit properties, decent knockback, and, when tipped, spike properties, though the lattermost property is rather situational. Roy's specials are also powerful; his Flare Blade is a deadly edgeguard tactic, almost guaranteeing a [[OHKO]] if fully or almost fully charged, his [[Double-Edge Dance]] naturally combos into itself and can act as a reliable finisher, and his [[Counter]] varies in power against other attacks. Against smash attacks, Roy's Counter can quickly become his most powerful move; its pseudo-semi-spike properties also makes it useful when the opponent's back is to the ledge.


Because of his poor sweetspot hatboxes, Roy also has limited combo ability, in stark contrast with Marth. Roy has slightly below-average air speed like Marth, though Roy cannot move fast enough in the air to compensate hitting with the hilt of his blade, frequently causing sourspotted attacks, resulting in low hitstun and hitlag attacks, impairing Roy's combo and aerial games, and even giving him a poor edgeguarding game, unlike Marth. Roy's moveset is only suitable for aggravating fastfallers, since he at least has chaingrabs and tech chases against them, and can juggle them on stages with few or no platforms such as [[Pokémon Stadium]] or {{SSBM|Final Destination}}. However, that is the extent of Roy's high-level punish game against the cast, and he has no reliable method of achieving any combos or KO setups on [[floaty]] characters such as {{SSBM|Jigglypuff}} or {{SSBM|Peach}}. Roy's combo potential is thus below-average at best, being both stage- and character-dependent unlike Marth, and has led to completely losing matchups against the aforementioned floaty characters.
Roy also has a decent ground-based approach. Despite his only average wavedash, Roy still has a disjointed hitbox with his [[List of swords#Sword of Seals|Sword of Seals]], as well as a rather fast dash. Additionally, a combination of low-lag, fast aerials and a very high falling speed gives Roy a useful SHFFL. Roy's SHFFL is among the best in the game due to its extreme speed, and it is potentially faster and stronger than even Marth's. Roy's down tilt also sends opponents directly upward, with decent hitstun, giving Roy a very good method to start combos. Additionally, while Roy's wavedash is not as long as Marth's, it can still aid his approach, aided by his disjointed hitbox and long grab range. As a result of his approach, Roy's reach is one of the best in ''Melee'', with only Marth having a superior reach.


Roy himself is easy to combo and edgeguard; like other fastfalling characters, his high falling speed harms him by making him extremely vulnerable to juggling. Even with fast falling speed, Roy's vertical survivability from the upper blast line is merely average due to a combination of his lighter weight than characters such as {{SSBM|Captain Falcon}} and much slower falling speed than characters like {{SSBM|Falco}}. Like Marth, Roy also has a non-stellar recovery, though his faster falling speed and higher gravity only exacerbate it to make it far worse than Marth's and among the worst in the game; adding to this, his high falling speed makes him extremely vulnerable to edgeguarding, as well as being easy to [[gimp]]. While Roy's [[Blazer]] is slightly more effective than Marth's [[Dolphin Slash]], due to its greater horizontal distance, multi-hit properties that can aggravate edgeguarders, and its ability to be controlled to an extent, it still has high ending lag, leaving him open to punishes as he lands. Additionally, while Roy can still use Double-Edge Dance to recover horizontally, it is not as effective as Marth's Dancing Blade due to his higher falling speed.
Roy's grab game is also good. Roy has the second highest grab range among characters who do not have extended grabs (such as {{SSBM|Link}}), behind only Marth in this regard. His throws can easily chain into each other, as their low knockback and Roy's high grab range allow him to decently tech chase and chain grab. His up throw is also the second strongest in the game and can chain grab other fast fallers. Roy's grab game comprises a good deal of his edgeguard game. A common tactic is to force opponents off the stage with a down or forward throw and immediately intercept their recovery with a forward smash or [[Flare Blade]].


While Roy may appear like he has enough tools as a character to function, in reality, he struggles with nearly every aspect of ''Melee''. His excellent movement is not only outclassed by Marth, but simply does not compensate for his many weaknesses in both the advantage and disadvantage states. Roy's moveset is full of low-impact hitboxes that struggle to push any sort of advantage against non-fastfalling opponents, while he himself is almost trivial to combo, edgeguard, and KO himself. While Roy's raw power up close can punish careless opponents, hoping that opponents make unforced errors is not a reliable strategy. As such, unlike Marth, Roy is a poor character at higher levels of play with sparse representation.
Roy's primary flaw is his disjointed hitboxes. Unlike Marth, who can safely attack opponents from a distance, Roy must go into close proximity with the opponent to deliver strong damage and knockback, as the sweetspot on his sword is closer to the hilt than tip. While attacks can become incredibly powerful at this close of a range, this causes Roy to become very vulnerable, especially against characters with powerful close range attacks or grabs, such as {{SSBM|Fox}}, {{SSBM|Falco}} or {{SSBM|Mewtwo}}. While [[Counter]] can potentially mitigate against physical attacks, it requires particularly good reads from the player to avoid punishment, and the attack is completely ineffective against grabs. Roy's sourspot is also weak compared to Marth's; while Marth still has some KOing potential in his sourspotted attacks, Roy's sourspotted attacks have very poor knockback and damage in comparison.
As a result of this very close sweetspot, Roy himself lacks a particularly reliable KO move. With the exception of his forward smash and potentially his down smash, Roy has few options to quickly KO, and even these two attacks need to connect in close ranges in order for them to have any reasonable KOing power. Further compounding Roy's problems with KOing are his aerials; even when sweetspotted, none of these aerials can reliably KO under 200%, they require good setups in order to properly connect, and none of them can easily inflict damage in the first place. Roy also lacks any quick KO options. While he has two meteor smashes (the third hit of his "up" Double Edge Dance and his down air) and one spike (his tipped up smash), all three are highly situational, requiring particularly lucky or skilled setups in order to properly connect. Coupled with poor offstage options as a result of high-lag aerials that are all of high risk off the edge and a poor recovery, Roy is almost completely dependent on attempting to rack up damage with short combos, culminating in a reliance on wavesmashing and edgeguarding to garner KOs.


==Version history==
Roy also has poor comboing ability, in stark contrast with Marth. Roy has slightly below average air speed like Marth, but Roy's sweetspot once again hurts him. Roy cannot move fast enough in the air to hit with the hilt of his blade, causing primarily sourspotted attacks, resulting in low hitstun and hitlag attacks, hurting Roy's comboing game. Roy himself, however, is easy to combo; like other fast falling characters, his high falling speed harms him by making him extremely vulnerable to chain-throws and potentially even the [[space animal slayer]]. Even with fast falling speed, Roy's vertical survivability from the upper blast line is average due to either his lighter weight than characters such as {{SSBM|Captain Falcon}} or much slower falling speed than characters like {{SSBM|Falco}}, despite him being slightly lighter than Roy.
'''NTSC 1.01'''
*{{bugfix|Fixed the [[Whispy blink glitch]].}}


==Differences from {{SSBM|Marth}}==
Like Marth, Roy also has a non-stellar recovery, though his faster falling speed and higher gravity make it far worse than Marth's and one of the worst in the game; adding to this, his high falling speed makes him extremely vulnerable to edgeguarding, as well as being easy to [[gimp]]. While Roy's [[Blazer]] is slightly more effective than Marth's [[Dolphin Slash]], due to its greater horizontal distance, multi-hit properties that can aggravate edgeguarders, and its ability to be controlled to an extent, Roy still has high ending lag in his Blazer. Additionally, while Roy can still use Double Edge Dance to recover horizontally, it is not as effective as Marth's Dancing Blade due to his higher falling speed.
Roy is overall a considerably less effective character than Marth. All of his sweetspots are placed at the hilt or center of his blade, making it hard for him to space, and his down aerial's spike is a meteor smash hitbox that is difficult to hit with. Almost all of Roy's moves have hitboxes that come out slower, remain active for fewer frames, or stay out for the same period as Marth's, but with slower animation speed (leading to unfortunate hitbox timing on moves like his dash attack, the upper part of his neutral attack, three of his aerials and Blazer). Roy's sourspot does far less knockback and damage than Marth's, and his sweetspots do somewhere in between the knockback and damage of Marth's sour- and sweetspots, making his KO potential much worse than Marth's. Additionally, his wavedash and moonwalk are both shorter than Marth's, resulting in him being less mobile.


However, Roy does have some advantages. As he is slightly shorter than Marth, he is slightly harder to hit (although this makes his range shorter as a result); his up smash hits multiple times and can spike, making it more reliable than Marth's, and Flare Blade is much stronger than [[Shield Breaker]], being a one-hit KO when fully charged. Additionally, unlike [[Dolphin Slash]], Blazer has multi-hit properties and can OHKO most lightweight fighters, like Mewtwo and Jigglypuff.
==Differences from Marth==
Roy is overall a significantly less effective character than Marth. All of his sweetspots are placed at the hilt of his blade, making it hard to space, and his down aerial's spike is now a meteor smash hitbox that is almost impossible to hit with. Plenty of his attacks are slightly slower and his KO potential is much worse overall. His wavedash and moonwalk are both shorter than Marth's, and he is much less mobile overall.  


Overall, Roy's advantages are not enough to alleviate his significant weaknesses, and it results in him having far less successful tournament results and a much smaller playerbase in comparison to Marth.
However, Roy does have some advantages. His up smash is hits multiple times and can spike, making it more reliable, and Flare Blade is much stronger, being a one hit KO when fully charged. Additionally, Blazer has multi-hit properties and can OHKO most lightweight fighters, like Mewtwo and Jigglypuff.


However, these advantages don't help Roy counter Marth completely, and it overall results in him having significantly less results and much smaller playerbase in comparison to Marth.
===Aesthetics===
===Aesthetics===
*{{change|Roy's idle animation, taunt and victory animations are different from Marth's.}}
*{{change|Some of Roy's attacks have the [[flame]] effect.}}
*{{change|Roy's idle animation differs from Marth's.}}
*{{change|Roy's taunt is different.}}


===Attributes===
===Attributes===
*{{change|Roy is shorter than Marth. This shortens his hurtbox, making him less easy to hit, but also reduces the range in his attacks.}}
*{{change|Roy's sweetspot is placed at the hilt of his blade, meaning he fights at close range in order to be most efficient. Roy's sweetspot is larger than Marth's, but Marth can [[space]] the tipper sweetspot of his sword for maximum safety and damage.}}
*{{change|Roy's sweetspot is placed at the hilt of his blade, meaning he fights at close range in order to be most efficient. Roy's sweetspot is larger than Marth's, but Marth can [[space]] the tipper sweetspot of his sword for maximum safety and damage.}}
*{{change|Some of Roy's attacks use the [[flame]] effect.}}
*{{nerf|Contrary to popular belief, Roy's KO potential is overall weaker than and inferior to Marth's, due to generally having weaker attacks.}}
*{{nerf|Roy jumps one frame later than Marth. Not only does this mean catching opponents by surprise with aerials is slightly harder for Roy, but it also makes his wavedash slightly worse than that of Marth.}}
*{{nerf|Overall, Roy's sourspot does far less knockback and damage than Marth's, and his sweetspots do somewhere in between the knockback and damage of Marth's sourspot and sweetspot.}}
*{{nerf|Roy's dash speed is slower and his [[dash dance]] window is smaller.}}
*{{nerf|Roy jumps lower than Marth.}}
*{{buff|Roy's [[falling speed]] is significantly higher, causing him to have less vertical knockback than Marth, despite Marth remaining heavier than Roy, and makes his SHFFL faster than Marth's.}}
*{{nerf|Roy's increased falling speed makes him much easier to combo, worsens his recovery, and is usually unable to go off-stage for edgeguards or gimps, hindering his ability to close out stocks at low percentages.}}
*{{nerf|Almost all of Roy's moves have hitboxes that come out slower, remain out for less frames, or stay out for the same period as Marth's but with slower animation speed (leading to unfortunate hitbox timing on moves like his dash attack, three of his aerials and Blazer). All of these moves contain far more lag at the end than Marth's.}}
*{{change|Roy is lighter than Marth (NTSC 87 → 85). It hinders his survivability slightly but makes him less susceptible to [[waveshine]] followups from {{SSBM|Fox}} as he is knocked down by the shine.}}
*{{change|Roy is lighter than Marth (NTSC 87 → 85). It hinders his survivability slightly but makes him less susceptible to [[waveshine]] followups from {{SSBM|Fox}} as he is knocked down by the shine.}}
*{{change|Roy is shorter than Marth. This shortens his hurtbox, making him harder to hit, but also slightly reduces the range in his attacks.}}
**{{buff|Due to his shorter height, Roy can grab smaller characters such as {{SSBM|Jigglypuff}} and {{SSBM|Kirby}} while they are [[crouch]]ing with his standing grab, unlike Marth.}}
*{{buff|Roy's [[air speed]] is slightly faster than Marth (PAL 0.85 → 0.9).}}
*{{nerf|Roy's [[jumpsquat]] is one frame later than Marth's (frame 4 → frame 5). Not only does this mean catching opponents by surprise with aerials is slightly harder for Roy, but it also makes his wavedash slightly less useful than that of Marth.}}
*{{nerf|Roy's [[wavedash]] is shorter than Marth's.}}
*{{nerf|Roy [[walk]]s (1.6 → 1.2) and [[dash]]es (1.8 → 1.61) noticeably slower than Marth, and his [[dash-dance]] window is smaller as a result of his slower dash speed.}}
*{{change|Roy's [[falling speed]] is higher (2.2 → 2.4), causing him to have less vertical knockback than Marth, despite Marth remaining heavier than Roy, and makes his SHFFL faster than Marth's. However, his increased falling speed makes him much easier to combo, worsens his recovery, and means that he is usually unable to go off-stage for edgeguards or gimps, hindering his ability to close out stocks at low percentages.}}
*{{change|Roy's [[gravity]] is higher (0.085 → 0.114).}}
**{{nerf|As a result, Roy's jumps are lower than Marth's.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|Roy's jab does not have a second hit and is slower, making it worse for edgeguarding characters with linear recoveries, such as Fox or Falco.}}
**{{nerf|Neutral attack only has a single hit, as such it can't be [[buffer]]ed into a second hit.}}
*{{nerf|Roy's forward tilt and up tilt are significantly weaker than Marth's.}}
**{{change|Sourspot damage was changed and mids do different damage, sourspot (4% → 3%), mid (4% → 5%).}}
*{{change|Instead of having horizontal knockback, Roy's down tilt has vertical knockback, which leads to many combo setups, especially on fast fallers. In exchange, this makes Roy's down tilt much less useful for neutral resets against the rest of the cast.}}
***{{change|Due to the fact that mid has priority on both characters, the overall damage output is generally higher per hit however since it is only one hit the rate of attack is slower.}}
*{{nerf|Dash attack's animation is much slower with no change in hitbox timings leading the terrible hitbox placement}}
**{{change|The sourspot has much less base knockback with slightly more growth (20 base/50 growth → 5/60), the mid and sweetspot however, have a higher base knockback (20 → 30).}}
*{{buff|Roy's forward smash's sweetspot is much larger.}}
**{{nerf|The move's animation is slower, although the hitbox timings are unchanged. This makes it take a frame longer for Roy's arm to be outstretched, and also reduces the vertical range of the slash, due to the unchanged hitbox timing.}}
*{{nerf|Roy's forward smash is slightly slower and all its hitboxes are weaker than Marth's, with the sourspot being significant and the sweetspot being slight.}}
**{{nerf|The hitboxes are smaller.}}
*{{buff|Roy's up smash has multi-hit properties and lacks sourspots at the sides, making it easier to hit with. It can also [[spike]] with the tip on the 2nd,3rd,and 4th hits.}}
*[[Forward tilt]]:
*{{nerf|Roy's up smash is weaker than Marth's tipped up smash.}}
**{{buff|Forward tilt has a longer duration (4 frames → 5).}}
**{{nerf|It has more startup (frame 7 → 9), with more ending lag.}}
**{{change| The sweetspot and sourspot deal less damage sourspot (9% → 7%), sweetspot (13%→12%), However his mids do higher damage(9% → 10%).}}
**{{buff|Base knockback was buffed on mid (30 → 60).}}
***{{buff|Due to the fact that mid has priority on both characters, the damage and knockback buff to the mid hitbox, generally improves KO potential.}}
*[[Up tilt]]:
**{{nerf|Up tilt has more startup (frame 6 → 7) and much more ending lag (frame 32 → 40).}}
**{{nerf|It has a smaller hitbox.}}
**{{nerf|It deals less damage (8%/9%/12% (early)/9%/10%/13% (clean) → 6%/8%/9%/10%).}}
**{{nerf|It has much less base knockback (50/40/30 → 35/20), making it drastically inferior for combos and KOing.}}
*[[Down tilt]]:
**{{change|Instead of having horizontal knockback, Roy's down tilt has vertical knockback (30° → 80°), which allows it to leads into many combo setups, especially on fast fallers. In exchange, this makes Roy's down tilt much less useful for neutral resets and edgeguards against the rest of the cast.}}
**{{buff|The sweetspot deals more damage (10% → 12%) and has more base knockback (50 → 90), while the mid also deals more damage (9% → 10%) and has more base knockback (40 → 90)}}
***{{buff|Hitbox priority is on the hilt and mids on both characters since Roy has sweetspot on hilt and stronger mids his does more damage and knockback on average however as this move has a different launch angle/utility these changes aren't felt as strongly as they would be otherwise}}
**{{nerf|It has more startup (frame 7 → 8).}}
**{{change|The sourspot deals less damage (8% → 6%) but has higher base knockback (25/20 → 40).}}
**{{nerf|The tipper hitbox is smaller and has lowest priority reducing range slightly with no benefit.}}
*[[Dash attack]]:
**{{change|The sourspot of Roy's dash attack deals less damage (9% → 6%), the mids however deal more damage (11% → 12%)}}
**{{nerf|The move's animation is much slower, but with no change in hitbox timings, leading to an infamously terrible hitbox placement.}}[https://www.youtube.com/watch?v=Kht7deE4Zyw]
*[[Forward smash]]:
**{{buff|Forward smash's sweetspot hitbox is larger and his mids are identical to the sweetspot essentially giving the effect of everything but the tip being the sweetspot.}}
***{{buff|Hitbox priority is on the hilt and mids making hitting the sweetspot extremely consistent while on Marth the sweetspot has lowest priority and mids are the same as the sour spot.}}
**{{nerf|Forward smash's tipper hitbox is smaller than Marth's tipper hitbox which while giving it slightly less range and doesn't benefit Roy as his tipper while his sourspot is lowest priority anyway.}}
**{{nerf|It has more startup with a shorter duration (frame 10-13 → 12-14) and more ending lag (frame 48 → 54).}}
**{{nerf|All of its hitboxes also deal less knockback, with his sourspot in particular dealing significantly less knockback (60 base/70 growth → 30/65) and his sweetspot having slightly less knockback growth (70 → 65).}}
**{{nerf|The sourspot deals 2% less damage (14% → 12%).}}
*[[Up smash]]:
**{{change|Up smash uses the [[flame]] effect.}}
**{{buff|Up smash has a longer duration (4 frames → 10).}}
**{{buff|It can serve as an unconventional [[spike]] if hit with the tip of Roy's sword on the second, third, and fourth hits.}}
**{{change|It deals more damage than Marth's sourspots, but less than his sweetspots (8%/15%/18% → 16.56%).}}
***{{buff|Overall, it does more damage consistently.}}
**{{buff|It deals more knockback without sourspots (196 set knockback/30/80 base/100/80 growth → 73 base/90 growth).}}
**{{nerf|It has more startup (frame 13 → 15).}}
**{{nerf|As it is a multi-hit move, it has the possibility of being [[SDI]]ed before connecting with the final hit.}}
**{{nerf|It has smaller hitboxes.}}
*[[Down smash]]:
**{{buff|The front hit of down smash deals more damage (16%/11% → 21%/14%).}}
**{{nerf|Both hits of down smash have higher startup (first hit: frame 5 → frame 6, second hit: frame 20 → 23).}}
**{{nerf|It has more ending lag (frame 62 → 72).}}
**{{nerf|The sourspot of the back hit also deals less damage (11% → 8%).}}
**{{nerf|Both hits of the move deal drastically less knockback (front hit: 16/20/70 base/72/100 growth → 15/42 base/100/70 growth, back hit: 15/30/70 base/72/100 growth → 15/42 base/68/100 growth) than Marth's.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Except for back aerial and down aerial, all aerials have more landing lag (15 frames → 20 (neutral aerial), 15 frames → 20 (forward aerial), 15 frames → 18 (up aerial)).}}
*{{nerf|All of Roy's aerials are weaker than Marth's in both knockback and damage.}}
*[[Neutral aerial]]:
*{{nerf|Roy overall suffers more landing lag (15/7 → 20/10(neutral aerial) 15/7 → 20/10(forward aerial) 15/7 → 18/9(up aerial))}}
**{{nerf|It has more startup on both hits (6-7 (hit 1) 15-21 (hit 2) → 7-8 (hit 1) 17-20 (hit 2) and slightly more ending lag (frame 49 → 50).}}
*{{nerf|Neutral aerial has more start-up on both hits and less duration on the second hit (6-7(hit 1) 15-21(hit 2) → 7-8(hit 1) 17-20(hit 2))}}
**{{nerf|The second hit also deals less damage (10% → 8%/6%).}}
*{{nerf|Roy's neutral aerial has a sourspot on the second hit.}}
*[[Forward aerial]]:
*{{nerf|Roy's down aerial is very difficult to sweetspot with, and its sweetspot is a [[meteor smash]] instead of a spike, meaning it can be meteor cancelled.}}
**{{change|It consistently sends opponents at a [[Sakurai angle]] unlike Marth (67°/361° → 361°).}}
*{{buff|Up aerial has longer hitbox duration (5-8 → 5-10)}}
**{{nerf|It has more start-up with a shorter duration (frame 4-7 → 5-7) and more ending lag (FAF 30 → 35).}}
*{{nerf|Back aerial has more startup and less duration (7-11 → 8-10) with no difference in animation leading to unfortunate hitbox placement}}
**{{nerf|It deals considerably less damage (13%/10%9% → 8%/5%), and has significantly less base knockback (42/30/20 → 30/10).}}
*[[Back aerial]]:
**{{nerf|It has more startup with a shorter duration (frame 7-11 → 8-10) and much more ending lag (frame 32 → 43) with no difference in animation, leading to an unfortunate hitbox placement.}}
**{{nerf|It deals moderately less damage (13%/10%/9% → 9%/6%), and the sourspot has much less base knockback (30/25/10 → 10).}}
*[[Up aerial]]:
**{{buff|It has a longer duration (frame 5-8 → 5-10).}}
**{{change|All hitboxes send at 80°, where as Marth sweetspot sends at 90°, sweetspot (90° → 80°).}}
**{{nerf|It deals moderately less damage (13%/10%/9% → 9%/6%).}}
**{{nerf|It has much less base knockback (40/30/20/18 → 20/10).}}
*[[Down aerial]]:
**{{buff|The sourspots have more base knockback (40/30 → 40).}}
**{{nerf|It is considerably more difficult to sweetspot with (the sweetspot is located around Roy's hand, rather than the tip of his sword as with Marth).}}
**{{nerf|It has more start-up (frame 6 → 7), and much more ending lag.}}
**{{nerf|It deals less damage (13%/10%/9% → 9%/6%), and its sweetspot is a [[meteor smash]] instead of a [[spike]] (NTSC 290° → 270°), meaning it can be meteor canceled.}}
 
===Grabs and throws===
===Grabs and throws===
*{{nerf|Grab range is slightly shorter, but is still one of the farthest reaching non-tether grabs in the game.}}
*{{nerf|Roy's grab range is shorter, but is still one of the farthest reaching grabs in the game.}}
*{{buff|All of Roy's throws deal 1% more damage (forward/back/up throw: 4% → 5%, down throw: 5% → 6%).}}
*{{change|Roy's down throw knocks opponents at a slightly higher angle.}}
*{{change|Roy's [[forward throw]] sends opponents at a slightly lower angle (50° → 45°).}}
*{{buff|All of Roy's throws deal 1% more damage than Marth's.}}
*{{change|Roy's [[back throw]] has less knockback growth (60 → 45). This improves its follow-up potential, but hinders its ability to set-up edgeguards at higher percents.}}
*{{change|Roy's throws do slightly more knockback. The knockback increase of Roy's throws hinders his ability to [[tech chase]] and [[chain grab]].}}
*{{change|Roy's [[up throw]] sends opponents at a different angle (93° → 97°).}}
*{{nerf|Down throw sends foes behind Roy, harming his combo ability.}}
*{{nerf|Roy's [[down throw]] has more knockback growth (50 → 60) and sends opponents at a slightly higher angle than Marth's (135° → 120°), hindering its ability to follow-up and [[tech-chase]].}}


===Special moves===
===Special moves===
*[[Flare Blade]]:
*{{buff|[[Flare Blade]] is much stronger than Marth's [[Shield Breaker]] and can charge for a longer period.}}
**{{change|Flare Blade has a [[flame]] effect, and near the end of charging it, Roy glows white and the screen shakes violently.}}
*{{nerf|Flare Blade deals 10% [[recoil damage]] to Roy when fully charged. It also deals less [[shield damage]] unless fully charged.}}
**{{change|A fully charged Flare Blade has to be charged for a longer period.}}
*{{change|While charging Flare Blade, Roy glows white and the screen shakes violently.}}
**{{buff|It deals considerably more knockback than Marth's [[Shield Breaker]] (30/34/40 base/100 growth → 40/110 (uncharged)/50/83 (fully charged).}}
*{{buff|First, second, third (inputted up and down), and fourth hits (inputted up) of the [[Double-Edge Dance]] inflict more damage than [[Dancing Blade]], and the fourth hit forwards inflicts more knockback.}}
**{{buff|When fully charged, Flare Blade also deals drastically more damage than Shield Breaker (28% → 50%), resulting in a [[OHKO]] on hit.}}
*{{change|Double-Edge Dance's third hit upwards can [[meteor smash]], similar to Dancing Blade's third hit downwards.}}
**{{nerf|Flare Blade deals 10% [[recoil damage]] to Roy when fully charged.}}
*{{nerf|Double-Edge Dance's third hit inputted forward deals less damage than Dancing Blade's version.}}
**{{nerf|An uncharged Flare Blade also deals less damage than an uncharged Shield Breaker (7% → 6%).}}
*{{nerf|Double-Edge Dance has sourspots, unlike the Dancing Blade.}}
**{{nerf|The move deals drastically less [[shield damage]] (uncharged:30/38 → 1, fully charged: 60 → 30).}}
*{{nerf|Unusually, despite having higher base knockback, Double-Edge Dance's third hit inputted forwards actually has smaller knockback scaling than that of the Dancing Blade. This overall makes it weaker than the Dancing Blade's version at higher percentages, while also making it more difficult to combo together with the fourth hit at lower percentages.}}
*[[Double-Edge Dance]]:
*{{buff|Double-Edge Dance has normal priority as opposed to [[Priority#Transcendent priority|transcendent priority]], allowing it to cancel projectiles.}}
**{{change|Double-Edge Dance has sourspots, unlike [[Dancing Blade]]. However, the sourspots range from dealing more or less damage than Dancing Blade's variations, depending on the angle. Most of Double-Edge Dance's hits also have different knockback (second (forward): 16 base/100 growth → 20/40 base/60/35 growth, second (upwards): 30/60/70/85 base/40 growth → 50/30, fourth (downward final hit): 20 base/130 growth → 30/110) and angle (first: 85°/96°/80°/76° → 96°/80°/60°/85°, second (forward): 105°/80°/70°/50° → 80°/56°/35°/105°, second (upwards): 90°/85°/70° → 96°, third (upwards): 80° → 280°/270°/60°, third (downward): 270° → 90°/75°/90° (multi-hits)/64° (final hit), fourth (upwards): 80° → 40°) properties compared to Dancing Blade's variations. The third hit upwards of Double-Edge Dance also meteor smashes instead of the third hit downwards like Dancing Blade.}}
*{{buff|[[Blazer]] has multiple hits, can be angled forwards for better horizontal recovery, and has slightly less landing lag than [[Dolphin Slash]]. Blazer's first hit also has very strong set knockback which can kill floaty characters like {{SSBM|Jigglypuff}} and {{SSBM|Peach}} at 0% on certain stages.}}
**{{buff|Double-Edge Dance has normal priority as opposed to [[Priority#Transcendent priority|transcendent priority]] unlike Dancing Blade, allowing it to cancel projectiles. The first hit, all angles of the second hit, third hit inputted upwards, and fourth hit inputted upwards of Double-Edge Dance deal more damage than Dancing Blade's variations (first: 4% → 5%/4%, second (all angles): 5% → 6%/4%, third: 6% → 10%/8%, fourth: 10% → 13%/10%), and the fourth hit inputed forward deals much more knockback (15 base/120 growth → 35/135). The first hit also has less base knockback than Dancing Blade's (55 → 50/40), allowing it to connect better with the second hits.}}
*{{nerf|Blazer is significantly weaker (it has Set Knockback), is slightly slower than Dolphin Slash, and covers slightly less vertical distance, due to Roy's shorter height.}}
**{{nerf|Double-Edge Dance's third hit inputted forwards has more base knockback, but less knockback growth (0 base/160 growth → 50/110) than that of Dancing Blade's variation. This makes it overall weaker than Dancing Blade's variation at higher percentages, while also making it more difficult to combo into the fourth hits at lower percentages. The third hit inputted downward also has more startup (frame 13 → 14), more ending lag, and is a multi-hitting move, making it weaker overall despite the final hit having more base knockback (50 → 70), and meaning it can be SDI'd before it connects with the final hit due to it being a multi-hit. The third hit inputted forward and downward and the fourth hit inputted forward also deal less damage (third (forward): 10% → 10%/8%, third (downward): 12% → 11.51% (due to how [[stale-move negation]] works on multi-hit moves), fourth: 14% → 13%/10%) and the fourth hit inputted upwards has much less base knockback than Dancing Blade's variation (40 → 22). The third hit inputted upward's meteor smash is also overall weaker than Dancing Blade's third hit inputted downward's meteor smash (50 base/100 growth → 80/36 base/60/40 growth).}}
*{{buff|Roy's [[Counter]] does 1.5x the damage and knockback of the move countered, as opposed to Marth's dealing a flat 7%, making it a powerful KO move when used against strong attacks (such as [[Falcon Punch]], [[Warlock Punch]], or a charged Smash attack).}}
**{{change|All three finishers use the flame effect, in addition to the downward-angled third hit.}}
*{{nerf|Roy's Counter window comes out slightly slower and lasts much shorter than Marth's.}}
*[[Blazer]]:
*{{change|Roy's Counter pose is slightly different. A successful counter uses the [[flame]] effect.}}
**{{change|It uses the flame effect.}}
**{{buff|[[Blazer]] deals slightly more damage (13%/10%/7%/6% → 13.18%).}}
**{{buff|It can be angled forward for better horizontal recovery.}}
**{{buff|It has a longer duration (6 frames → 13).}}
**{{buff|It has slightly less landing lag than [[Dolphin Slash]] (34 frames → 30).}}
**{{buff|Its first hit has very strong set knockback (200 set knockback), allowing it to KO floaty characters like {{SSBM|Jigglypuff}} at 0% on certain stages.}}
**{{nerf|It has more startup (frame 5 → 9).}}
**{{nerf|It deals drastically less knockback (80/60/20 base/70/90 growth → 0/10 base/100 set knockback/100 growth).}}
**{{nerf|It covers less vertical distance.}}
**{{nerf|It can be SDIed out of due to its multihit nature.}}
*[[Counter]]:
**{{change|Roy's Counter pose is slightly different. A successful counter uses the flame effect.}}
**{{buff|Roy's [[Counter]] does 1.5x the damage of the countered move, as opposed to Marth's dealing a flat 7%, making it a powerful KO move when used against strong attacks (such as [[Falcon Punch]], [[Warlock Punch]], or a charged smash attack).}}
**{{nerf|The counter has more startup with a much shorter duration (frame 5-29 → 8-20).}}
**{{nerf|It also deals less knockback with an added sourspot (90 base/35 growth → 30 base/90/70 growth), making it much weaker at low percents if it counters a move that deals 4.6% or less.}}
**{{change|Roy has two unique voice clips when he successfully uses [[Counter]] instead of three like Marth's. Roy may either say "{{ja|今だ!|Imada!}}" ("''Now!''") or "{{ja|そこ!|Soko!}}" ("''There!''").}}


==Moveset==
==Moveset==
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[[File:RoyAerialAttacksSSBM.png|thumb|Roy's aerial attacks]]
[[File:RoyAerialAttacksSSBM.png|thumb|Roy's aerial attacks]]
[[File:RoyUpsmashSpike.gif|thumb|A demonstration of the spike hitbox of Roy's up smash.]]
[[File:RoyUpsmashSpike.gif|thumb|A demonstration of the spike hitbox of Roy's up smash.]]
All of Roy's attacks are at their strongest when they hit with the center of the Binding Blade; if an attack hits with both the sourspot and sweetspot hitboxes, then the sweetspot usually takes priority but sometimes sourspots do occur.
All of Roy's attacks are at their strongest when they hit with the center of the Sword of Seals; if an attack hits with both the sourspot and sweetspot hitboxes, then the sweetspot usually takes priority but sometimes sourspots do occur.


{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralcount=1
|neutralcount=1
|neutralname=Slash ({{ja|スラッシュ|Surasshu}})
|neutralname=&nbsp;
|neutral1dmg=5% (blade), 3% (tip), 6% (body)
|neutral1dmg=5% (blade), 3% (tip), 6% (body)
|neutraldesc=Identical to Marth's; he slashes in front of himself. However, Roy only slashes once, and at a slower rate than Marth. Additionally, Roy's version is devoid of [[buffer]], meaning the player has to press the attack button one at a time instead of mashing it.
|neutraldesc=Similar to Marth's, he slashes in front of himself. However, Roy only slashes once, and at a slower rate than Marth; additionally, Roy's version is devoid of [[buffer]], meaning the player has to press the attack button one at a time instead of mashing it.
|ftiltname=Sharp Edge ({{ja|ハードエッジ|Hādo Ejji}}, ''Hard Edge'')
|ftiltname=&nbsp;
|ftiltdmg=10% (blade), 7% (tip), 12% (body)
|ftiltdmg=10% (blade), 7% (tip), 12% (body)
|ftiltdesc=A fast upward swipe with the Binding Blade while leaning forward. Deals more damage if the opponent is closer to Roy. Can KO at high percentages or when the [[blast line]] is close by.
|ftiltdesc=A fast swipe upwards with the Sword of Seals while leaning forward. Deals more damage if the opponent is closer to Roy. Can KO at high percentages or when the [[blast line]] is close by.
|utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=&nbsp;
|utiltdmg=Clean: 8% (blade & arm), 6% (tip), 10% (body)<br/>Late: 8% (blade & arm), 6% (tip), 10% (body)
|utiltdmg=Clean: 8% (blade & arm), 6% (tip), 10% (body)<br/>Late: 8% (blade & arm), 6% (tip), 10% (body)
|utiltdesc=Swings his sword in a large arc above his head. Despite generally covering Roy's hurtboxes, it is less powerful and has less combo potential than Marth's.
|utiltdesc=Swings his sword in a large arc above his head. Despite generally covering Roy's hurtboxes, it is less powerful and has less combo potential than Marth's.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=&nbsp;
|dtiltdmg=10% (blade), 6% (tip), 12% (body)
|dtiltdmg=10% (blade), 6% (tip), 12% (body)
|dtiltdesc=A sword poke to the ground. Has longer hitstun than most of Roy's other attacks, and also sends opponents upward, making it a good combo starter overall. Its range and speed makes it a very favorable move to use in the neutral game and spacing, as well as [[edgeguarding]].
|dtiltdesc=A sword poke to the ground. Has longer hitstun than most of Roy's other attacks, and also sends opponents upward, making it a good combo starter overall. Its range and speed makes it a very favorable move to use for neutral game and spacing, as well as [[edgeguarding]].
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=&nbsp;
|dashdmg=12% (blade), 6% (tip)
|dashdmg=12% (blade), 6% (tip)
|dashdesc=A quick upward sweeping diagonal slash. Like Marth's, can either send opponents in front of him, behind him, or above him. Because this move has a slower animation overall than Marth's but the hitboxes are active for the same frames, the move starts before he even swings the sword and ends before it reaches halfway through his swing in front of him.
|dashdesc=A quick upward sweeping diagonal slash. Like Marth's, can either send opponents in front of him, behind him, or above him. Because this move has a slower animation overall than Marth's, but the hitboxes are active for the same frames, the move starts before he even swings the sword and ends before it reaches halfway through his swing in front of him.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (blade), {{ChargedSmashDmgSSBM|12}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (blade), {{ChargedSmashDmgSSBM|12}} (tip)
|fsmashdesc=Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special. It is rather fast, and is Roy's primary KO move.
|fsmashdesc=Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special. It is rather fast, and is Roy's primary KO move.
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|10}} (hit 5)
|usmashdesc=A relatively quick sword thrust upwards with fire effects. Can act as an unorthodox spike if the enemy is hit on the sword's tip during the start of the attack, though this is highly situational. This attack is a multi-hit attack and the last hit has decent vertical knockback, if enemy is hit at the base. All hits can approximately deal up to {{ChargedSmashDmgSSBM|16.56}} damage due to [[stale move negation]].
|usmashdesc=A relatively quick sword thrust upwards with fire effects. Can actually spike if enemy is hit on the sword's tip during the start of the attack, though this is highly situational. This attack is a multi-hit attack and the last hit has decent vertical knockback, if enemy is hit at the base. All hits can approximately deal up to {{ChargedSmashDmgSSBM|16.56}} damage due to [[stale move negation]].
|dsmashname=Whirlwind Blade ({{ja|ワールウィンド|Wāruwindo}}, ''Whirlwind'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBM|21}}/{{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|8}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|21}}/{{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|8}} (back)
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. A decent finisher, useful for vertical KOs, though there is rather high ending lag. Deals less damage if the opponent hits the tip of Roy's sword.
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. A decent finisher, useful for vertical KOs, though there is rather high ending lag. Deals less damage if the opponent hits the tip of Roy's sword.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg=4% (hit 1), 8% (hit 2 base), 5% (hit 2 tip)
|nairdmg=4% (hit 1), 8% (hit 2 base), 5% (hit 2 tip)
|nairdesc=Two swipes around him via an inward slash then a full outward spin, with decent knockback and damage if sweetspotted.
|nairdesc=Two swipes around him via an inward slash then a full outward spin, with decent knockback and damage if sweetspotted.  
|fairname=Aerial Swipe ({{ja|フラッグカット|Furaggu Katto}}, ''Flag Cut'')
|fairname=&nbsp;
|fairdmg=8% (base), 5% (tip)
|fairdmg=8% (base), 5% (tip)
|fairdesc=Swipes sword in front of him with surprising range and tends to be a primary combo tool due to its speed and recovery.
|fairdesc=Swipes sword in front of him with surprising range and tends to be a primary combo tool due to its speed and recovery.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=&nbsp;
|bairdmg=9% (base), 6% (tip)
|bairdmg=9% (base), 6% (tip)
|bairdesc=Turns around and swipes inward with his sword, similar to his forward aerial in terms of usage and knockback. Like Marth's back aerial, this move turns Roy around.
|bairdesc=Turns around and swipes inward with his sword, similar to his forward aerial in terms of usage and knockback. Like Marth's back aerial, this move turns Roy around.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|uairdmg=9% (base), 6% (tip)
|uairdmg=9% (base), 6% (tip)
|uairdesc=Swipes above outward while doing a delayed backflip. Meant to be a [[juggle]] tool, but is often subpar due to its low early knockback.
|uairdesc=Swipes above outward while doing a delayed backflip. Meant to be a [[juggle]] tool, but is often subpar due to its low early knockback.  
|dairname=Half Moon ({{ja|ハーフムーン|Hāfumūn}})
|dairname=&nbsp;
|dairdmg=9% (base), 6% (tip)
|dairdmg=9% (base), 6% (tip)
|dairdesc=Swipes below via an outward wide slash. [[Meteor smash]]es opponents who come in contact with Roy's body, but is rather weak and has nearly unrecoverable ending lag. The move's sweetspot is extremely tiny; which is located at Roy's right arm and left shoulder (meaning that Roy has to overlap the opponent significantly), making it more difficult to hit with than {{SSBM|Jigglypuff}}'s [[Rest]].
|dairdesc=Swipes below via an outward wide slash. [[Meteor smash]] opponents who come in contact with Roy's body, but it's rather weak and has nearly unrecoverable ending lag. The move's sweetspot is extremely tiny; which is located at Roy's right arm and left shoulder (meaning that Roy has to overlap the opponent significantly), making it more difficult to hit with than {{SSBM|Jigglypuff}}'s [[Rest]].
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Roy reaches out with his free hand. Due to Roy being shorter than Marth, his grab range is slightly shorter, making it the 5th longest grab range overall and the second longest non-tether grab.
|grabdesc=Roy grabs his opponent with his free hand. Due to Roy being shorter than Marth, his grab range is slightly shorter, making it the 5th longest grab range overall and the second longest non-tether grab.
|pummelname=Knee ({{ja|つかみニーバット|Tsukami Nībatto}}, ''Grab Kneebutt'')
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees opponent.
|fthrowname=Bounce ({{ja|ロールオーバー|Rōru Ōbā}}, ''Roll Over'')
|fthrowname=&nbsp;
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=Grabs and pushes forward, tripping them with his leg.
|fthrowdesc=Grabs and pushes forward, tripping with the leg.
|bthrowname=Throw Away ({{ja|レッグフッカー|Reggu Fukkā}}, ''Leg Hooker'')
|bthrowname=&nbsp;
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Pulls the opponent behind him and extends his leg simultaneously.
|bthrowdesc=Pulls and extends leg simultaneously.
|uthrowname=Emblem Toss ({{ja|キャスティング|Kyasutingu}}, ''Casting'')
|uthrowname=&nbsp;
|uthrowdmg=5%
|uthrowdmg=5%
|uthrowdesc=Thrusts opponent upwards. Can chain grab [[fast-faller]]s at lower percentages. It is the second strongest up throw in the game.
|uthrowdesc=Thrusts opponent upwards. Can chain-grab the [[Space Animals]] at lower percentages. It is the second strongest up throw in the game.
|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Tosses the foe to the ground. Has chain grab and frame-trap potential.
|dthrowdesc=Tosses the foe to the ground. Has chain grab potential.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
Line 259: Line 174:
|edgefname=&nbsp;
|edgefname=&nbsp;
|edgefdmg=8% (sword), 6% (hilt)
|edgefdmg=8% (sword), 6% (hilt)
|edgefdesc=Flips onto ledge with a quick downward diagonal slash downwards. Hitbox only exists on Roy's right arm and his sword, meaning that foes close to the ledge Roy is hanging on can avoid the attack.
|edgefdesc=Flips onto ledge with a quick downward diagonal slash downwards. Hitbox only exists on Roy's right arm arm and his sword, meaning that foes close to the ledge Roy is hanging on can avoid the attack.
|edgesname=&nbsp;
|edgesname=&nbsp;
|edgesdmg=8% (sword), 6% (hilt)
|edgesdmg=8% (sword), 6% (hilt)
Line 265: Line 180:
|nsname=Flare Blade
|nsname=Flare Blade
|nsdmg=6-41%, 50% (fully charged)
|nsdmg=6-41%, 50% (fully charged)
|nsdesc=Roy holds the Binding Blade over his head before doing a powerful overhead slash in a similar fashion to his forward smash. When the move is fully charged, Roy slams his sword on the ground, creating a large explosion that can [[one-hit KO]] any character in the game, but he takes 10% recoil damage as a side effect. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|nsdesc=Roy holds the Sword of Seals over his head before doing a powerful overhead slash in a similar fashion to his forward smash. When the move is fully charged, Roy slams his sword on the ground, creating a large explosion that can [[one-hit KO]] any character in the game, but takes 10% recoil damage as a side effect. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|ssname=Double-Edge Dance
|ssname=Double Edge Dance
|ssdmg=Varies
|ssdmg=Varies
|ssdesc=A sequence of sword maneuvers with several variations based on the direction the [[control stick]] is held. All variations have transcendent priority.
|ssdesc=A sequence of sword maneuvers with several variations based on the direction the [[control stick]] is held. All variations have transcendent priority.
|usname=Blazer
|usname=Blazer
|usdmg=5%/3% (hit 1), 2%/1% (hits 2-4), 1% (hits 5-7)
|usdmg=5%/3% (hit 1), 2%/1% (hits 2-4), 1% (hits 5-7)
|usdesc=Roy soars upwards with his sword, engulfed in flames. This move can be aimed by quickly pushing the control stick in a direction after the initial jump. It deals more hits on heavier characters such as {{SSBM|Bowser}}. Can deal approximately up to 13.19% damage if all hits connect and not tippered. The first hit of this move deals great base knockback and is capable of sending floaty characters off the top on certain stages if this is the only hit that connects. (Capable of KOing Jigglypuff at 0% on Final Destination). This is most easily done with a reverse Blazer.
|usdesc=Roy soars upwards with his sword, engulfed in flames. This move can be aimed by quickly pushing the control stick in a direction after the initial jump. It deals more hits on heavier characters such as {{SSBM|Bowser}}. Can deal approximately up to 13.19% damage if all hits connect and not tippered. The first hit of this move deals great base knockback and is capable of sending floaty foes off the top on certain stages if this is the only hit that connects. (Capable of KOing Jigglypuff at 0% on Final Destination). This is most easily done with a reverse Blazer.
|dsname=Counter
|dsname=Counter
|dsdmg=1.5x the damage of the countered move (min 1%)
|dsdmg=1.5x the damage of the countered move (min 1%)
|dsdesc=Twirls his sword into reverse grip and holds it over his his left forearm, while bending down and performs a defensive stance. He will block incoming attacks by immediately raising his sword up in reverse grip and slash in a downwards arc. Damage and knockback dealt depends on the strength of the move that is countered.
|dsdesc=Twirls his sword into reverse grip and holds it over his his left forearm, while bending down and performs a defensive stance. He will block incoming attacks by immediately raising his sword up in reverse grip and slash in a downwards arc. Damage and knockback dealt depends on the move that is countered.
}}
}}


{|class="wikitable"
{|class="wikitable"
|+Double-Edge Dance
|+Double Edge Dance
! Hit
! Hit
! Damage
! Damage
Line 289: Line 204:
| Second Hit (Neutral) || 6% (base), 4% (tip) || Does a stab, has a little more knockback then the first slash, but still not much.
| Second Hit (Neutral) || 6% (base), 4% (tip) || Does a stab, has a little more knockback then the first slash, but still not much.
|-
|-
| Third Hit (Up) || Clean: 10% (base), 8% (tip)<br/>Late: 7% (base), 5% (tip) || Does a downwards vertical slash. Can [[meteor smash]] at the beginning of the move, but only when used on the ground.
| Third Hit (Up) || Clean: 10% (base), 8% (tip)<br/>Late: 7% (base), 5% (tip) || Does a downwards vertical slash. Can [[meteor smash]] at the beginning of the move.
|-
|-
| Third Hit (Neutral) || 10% (base), 8% (tip) || Does a fairly powerful horizontal slash.
| Third Hit (Neutral) || 10% (base), 8% (tip) || Does a fairly powerful horizontal slash.
Line 297: Line 212:
| Fourth Hit (Up) || 13% (base), 10% (tip) || Does a jumping slash. Deals [[flame]] damage.
| Fourth Hit (Up) || 13% (base), 10% (tip) || Does a jumping slash. Deals [[flame]] damage.
|-
|-
| Fourth Hit (Neutral) || 13% (base), 10% (tip) || Does a powerful vertical slash. Deals [[flame]] damage. Slightly slower but more powerful than fourth hit (up).
| Fourth Hit (Neutral) || 13% (base), 10% (tip) || Does a powerful vertical slash. Deals [[flame]] damage.
|-
|-
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs, each stab dealing [[flame]] damage.
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs, each stab dealing [[flame]] damage.
|}
|}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 85
|rweight = 17-19
|dash = 1.4
|rdash = 14-18
|run = 1.61
|rrun = 7
|walk = 1.2
|rwalk = 6-10
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.9
|rair = 12-14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.114
|rgravity = 7
|fall = 2.4
|rfall = 4-5
|ff = 2.9
|rff = 8
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 30.958
|rjumpheight = 19
|shorthop = 10.626
|rshorthop = 24
|djump = 21.82
|rdjump = 18
|ellag = 4
|rellag = 2-23
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 85
|rweight = 16-19
|dash = 1.4
|rdash = 14-18
|run = 1.61
|rrun = 7
|walk = 1.2
|rwalk = 6-10
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.9
|rair = 11-13
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.114
|rgravity = 7
|fall = 2.4
|rfall = 4-5
|ff = 2.9
|rff = 8
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 30.958
|rjumpheight = 19
|shorthop = 10.626
|rshorthop = 24
|djump = 21.82
|rdjump = 18
|ellag = 4
|rellag = 2-23
}}
===[[Announcer]] call===
[[File: Roy Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
{{Taunt/SSBM|char=Roy|desc=Leans back and holds his sword behind him in an attack position, shouting "Heee-ya!"}}
{{Taunt/SSBM|char=Roy|desc=Leans back and holds his sword behind him in an attack position, shouting "Hee-ya!"}}


===[[Idle pose]]===
===[[Idle pose]]===
Line 403: Line 236:
|victory-theme=FireEmblemThemeMelee.ogg
|victory-theme=FireEmblemThemeMelee.ogg
|victory-desc=A rendition of a portion of the main theme of the ''Fire Emblem'' series.
|victory-desc=A rendition of a portion of the main theme of the ''Fire Emblem'' series.
|desc-1=Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", which is localized as: "For those whom I must protect, I cannot lose!".
|desc-1=Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", which translates to: "For those whom I must protect, I will not lose!".
|desc-2=Spins the Binding Blade one and a half times and then thrusts it into the ground in front of him, looking to slightly to the left, and says either of the following lines: "{{ja|苦しい戦いだった。|Kurushī tatakai datta.}}", which translates to: "It was a painful fight", or "{{ja|僕 は 負けない。|Boku wa Makenai.}}", which translates to: "I won't lose".
|desc-2=Flourishes his sword and poses with it by his side, saying "{{ja|真の戦いは、これからだ。|Shin no tatakai wa, korekara da.}}", which translates to: "The true battle, is soon to begin."
|desc-3=Flourishes his sword and poses with it by his side, saying "{{ja|真の戦いは、これからだ。|Shin no tatakai wa, korekara da.}}", which translates to: "The true battle, is soon to begin".
|desc-3=Spins the Sword of Seals one and a half times and then thrusts it into the ground in front of him, looking to slightly to the left, and says one of the following lines: "{{ja|苦しい戦いだった。|Kurushī tatakai datta.}}", which translates to: "It was a painful fight." or "{{ja|僕 は 負けない。|Boku wa Makenai.}}", which translates to: "I won't lose."
|char=Roy}}
|char=Roy}}


==In [[competitive play]]==
==In [[Competitive play]]==
===Most historically significant players===
===[[Character matchups (SSBM)|Matchups]]===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
{{SSBMMatchupTable|Roy=yes}}
:''See also: [[:Category:Roy players (SSBM)]]''
 
*{{Sm|LAG|Mexico}} - Currently considered one of the best active Roy players in the world. Mainly places in online tournaments, although has been ranked in offline rankings, such 50th on the [[Mexican Power Rankings]].
Roy has a below-average matchup spread. According to the matchup chart, he has the 21st weighted total (tied with Yoshi). He counters only {{SSBM|Pichu}}, soft counters two characters, and has two even matchups. On the disadvantageous side, he is soft countered by four characters (including a losing matchup to {{SSBM|Kirby}}, despite Kirby being at the very bottom), countered by twelve characters, and is hard countered by four. His poor comboing ability, awful recovery, and vulnerability to combos have resulted in him struggling against most of the cast, with his matchups against those who can exploit his latter two problems (like {{SSBM|Sheik}} and {{SSBM|Jigglypuff}}) being especially terrible. The need to get up close in order to hit with his blade's sweetspot has also been cited as a major problem, as he cannot strike from afar without losing a heavy load of power in his attacks; such a detrimental property gives him trouble against characters with more favorable hitbox placement (like {{SSBM|Marth}} and {{SSBM|Falco}}). Although modern players have shown that his punish game against {{SSBM|Fox}} and Falco is very similar to Marth's, implying that Roy's matchup against them is not as bad as the spread indicates, such punishes are very stage-dependent, and can only come about after Roy wins the neutral game, something that is more difficult to consistently perform as Roy than Marth at top-level play due to his inferior approaches and move safety.
*{{Sm|Leon|France}} - Although better known for his {{SSBB|Marth}} in ''[[Brawl]]'', he placed well in many French tournaments with Roy. He won a smaller French tournament in {{Trn|Bushido Nibaï Impact II}} and still used the character at some of the more populated regionals in the country, placing 13th at {{Trn|Avalon I}}.
 
*{{Sm|NEO|USA}} - Considered to be the best Roy player of all time with many results other Roy players still have yet to match. He was the closest a Roy player has gotten to winning a North American regional with his 2nd place at {{Trn|Pound}} and made other peaks with Roy such as 4th at {{Trn|MLG DC 2005}}.
===Notable players===
*{{Sm|Sethlon|USA}} - Was considered to be the current best Roy player in the world after NEO's retirement, due to his popularity and widely acclaimed combo video ''Ashes to Ashes.'' While his results were not at the same caliber as NEO, he made some respectable placements such as 49th at {{Trn|GENESIS}}.
:''See also: [[:Category:Roy professionals (SSBM)]]''
*{{Sm|Zain|USA}} - Uses Roy under the moniker "DontTestMe"; started using Roy in the Slippi era to moderate success, defeating {{Sm|2saint}}, {{Sm|Ginger}}, and {{Sm|bobby big ballz}} in online tournaments. His 7th place finish at {{Trn|Wavedash 2023}} marked Roy's most notable offline tournament placing since NEO's results in the Golden Age. Has wins over {{Sm|Nickemwit}} and {{Sm|Kürv}} offline.
====Active====
*{{sm|Pvt O'Malley}}
*{{Sm|Pyro|USA}}
*{{Sm|Sethlon|USA}}
*{{Sm|NJzFinest|USA}}
 
====Inactive====
*{{Sm|Masashi|Japan}}
*{{Sm|NEO|USA}}
*{{Sm|Ripple|USA}}


===Tier placement and history===
===Tier placement and history===
On the current tier list, Roy ranks 21st, in the D tier. Roy has consistently ranked very low on most revisions of the [[tier list]], with his highest being only 15th on two separate occasions. His severe weaknesses, such as his poor effective threat range, fast-falling physics coupled with very poor recovery, and nearly nonexistent combo game on floaty characters, have resulted in terrible matchups against many top- and high-tiered characters (particularly non-fastfallers) that completely stop his mains from progressing far into tournaments. His numerous flaws hold him back far too much in competitive play to place consistently in high-level tournaments without the use of a secondary character.
On the current tier list, Roy ranks 20th, in the F tier. Roy as a competitive character has been ranked very low on most revisions of the [[tier list]], with his highest rank being fifteenth on two separate occasions. Despite boasting some decent attacks and a good SHFFL, Roy has ranked low primarily because of his risky, unsafe approach, stemming from the poor sweetspot placement of his sword; Roy's physics also harmed his tier placing, as his high falling speed makes him easy to combo, creating poor synergy with his risky approach that favours close-ranged fighting, and it also causes his recovery to become considerably worse than most other characters. Roy's metagame also did not boast the potential creativity of other characters, especially Marth, owing to his over-reliance on his smash attacks; a lack of Roy mains have also prevented his metagame from potentially evolving, and most of Roy's previous mains have either become inactive in the tournament scene or have elected to use other, higher-tiered characters. Roy himself does not place well in tournaments, even in [[low tier tournament]]s, and arguably Roy's only notable representation ever has been NEO, because of his top 8 placings. His only arguable results in the current ''Melee'' metagame have been via {{Sm|Mew2King}} and {{Sm|PewPewU}}, who occasionally use him in games against lower-leveled players or in smaller-scale tournaments as a weaker substitute for their usual Marth.


Roy's moveset also does not boast the potential creativity of other characters, especially Marth, owing to his over-reliance on his very few good combo extenders and KO moves. This has resulted in much less nuance and optimization possible in Roy's [[metagame]], making the Roy matchup very easy to learn and catch up with. Additionally, because he is very similar to Marth, a top-tiered character that any competitive player knows how to fight against, Roy players cannot rely on matchup inexperience to win sets, unlike mains of other uncommon characters. While {{Sm|NEO}}, arguably the greatest Roy player of all time, managed to place top 8 consistently in the early ''Melee'' metagame, even he had to use Marth and Sheik secondaries to succeed at higher-stakes tournaments such as MLG. NEO, and many of Roy's best representatives, have either become inactive in the tournament scene or have dropped him for other characters (or other ''Smash'' games altogether), further hurting Roy's results in tournaments.
===The "Tier Wars" and comparison to Marth===
{{SSBM|Marth}}'s and Roy's differences became the center of controversies on [[GameFAQs]]' [[tier list]] debates, specifically in 2003 and 2004, when the competitive scene was picking up. Marth players who generally supported the tier list claimed Marth had overall better attributes, in terms of speed, weight, and recovery capabilities. They also cited tournament results as proof for his superiority, with a multitude of professional Marth users such as {{Sm|Ken}} placing extremely high in major tournaments, while Roy lacked any such representation to back up the anti-tiers' arguments. Roy players who generally opposed the tier list, however, claimed that Roy's different attributes, such as his larger sweetspot in the center of his blade and general "superiority" in power, were enough to allow him to be as efficient of a character as Marth was; they also argued that professionals needed to learn how to use Roy as a different character from Marth in an attempt to disprove the tournament results.


Roy's only notable results in the current ''Melee'' metagame have been through Marth players, such as {{Sm|Zain}} and {{Sm|Mew2King}}, [[sandbagging]] with him in lower-stakes tournaments or matches. Zain has seen a notable amount of success with Roy in online tournaments and at the regional level; notably, he placed 7th at {{Trn|Wavedash 2023}}, the character's best performance since NEO's placements in the Golden Age. However, the majority of Zain's best wins have been against fastfallers, outside of a handful of fringe sets where he barely scraped out wins against {{SSBM|Jigglypuff}} players, some of them not even ranked in the top 100. Thus, his tournament runs with Roy only reinforce what has been known about him for years already, both in terms of strengths and limitations, and it is clear that Zain's success with Roy is entirely due to his phenomenal abilities as a player rather than Roy offering any unique positive qualities as a character to fuel that success. Despite Zain's attempts to push the character, Roy's current metagame prospects still remains rather stagnant, with players' opinions of him only marginally improving overall compared to the early metagame.
Owing to the fact that these debates took place before extensive testing of ''Melee's'' engine, the debates were plagued by numerous inaccuracies that have since been disproven. The point about Marth's extra weight, for instance, is now considered moot; his extra weight is decidedly negligible, and can even be interpreted as a disadvantage, considering his extra weight makes him susceptible to {{SSBM|Fox}}'s [[shine]] combos, while Roy's lighter weight makes him immune to such combos. More importantly, pro-tiers made a common assumption that Marth is faster than Roy. While Marth indeed has a faster dashing speed, this claim is questionable, considering that Roy's [[SHFFL]] is faster than Marth's due to his falling speed and lower short hop. Similarly, some points brought up about Roy's viability are also now considered inaccurate. For instance, Roy's "superiority" in power has been disproven, as many of Marth's attacks, tipped and non-tipped, deal more knockback and damage than Roy's respective centered and non-centered strikes. The sweetspot in the hilt of the blade is now considered a disadvantage and one of the main reasons for Roy's poor tier placing; while Marth can attack from afar and still deal respectable damage, Roy cannot do so, lest his attacks hit with extremely low knockback; Roy's sourspot on the entire length of his blade, besides the hilt, is also much weaker than Marth's sourspot on the hilt of the Falchion.


===The "Tier Wars" and comparison to Marth===
Overall, the prime reason for Roy's named inferiority is precisely the one that anti-tiers tried to refute: Roy has too much trouble trying to KO his opponents. Marth has far more creative and flexible ways to string together moves, deal damage, KO, and edgeguard (especially due to his {{mvsub|Marth|SSBM|down aerial}} [[spike]]). Roy, however, lacks the same flexibility in his comboing and KOing games, and is instead heavily reliant on predictable and repetitive chaingrab and down tilt setups, with almost all of his viable combos ending in a forward smash. Roy's edgeguarding game is also considerably worse than Marth's; while Roy's down tilt is more useful for combos, it is not at all useful for intercepting the majority of recoveries (unlike Marth's). Additionally, Roy has a notoriously poor off-stage game due to his falling speed and ineffective aerials, which hinders his ability to perform gimps without SDing. The current metagame for ''Melee'' reflects these differences: Marth ranks in the S tier at 4th place and features numerous dedicated mains, while Roy ranks in the B tier at 20th, and has very few dedicated mains.
{{SSBM|Marth}}'s and Roy's differences became the center of controversy and discussion on [[GameFAQs]]' [[tier list]] debates, specifically in 2003 and 2004, when the competitive scene was still new. Marth players who generally supported the tier list claimed Marth had overall better attributes, in terms of speed, weight, and recovery capabilities. They also cited tournament results as proof of his superiority, with a multitude of professional Marth users such as {{Sm|Ken}} placing extremely high in major tournaments, while Roy lacked any such representation to back up the anti-tiers' arguments. Roy players who generally opposed the tier list, however, claimed that Roy's different attributes, such as his larger sweetspot in the center of his blade and general "superiority" in power, were enough to allow him to be as efficient of a character as Marth was; they also argued that professionals needed to learn how to use Roy as a different character from Marth in an attempt to disprove the tournament results.


Owing to the fact that these debates took place before extensive testing of ''Melee's'' engine, the debates were plagued by numerous inaccuracies that have since been disproven with time. The point about Marth's extra weight, for instance, is now considered moot; his extra weight is decidedly negligible, and can even be interpreted as a disadvantage, considering his extra weight makes him susceptible to {{SSBM|Fox}}'s [[shine]] combos, while Roy's lighter weight makes him immune to such combos. More importantly, pro-tiers made a common assumption that Marth is faster than Roy. While Marth indeed has a faster dashing speed, this claim is questionable, considering that Roy's [[SHFFL]] is faster than Marth's due to his falling speed and lower short hop. Similarly, some points brought up about Roy's viability are also now considered inaccurate. For instance, Roy's "superiority" in power has been disproven, as many of Marth's attacks, tippered and non-tippered, deal more knockback and damage than Roy's respective centered and non-sweetspotted strikes. The sweetspot in the hilt of the blade is now considered a disadvantage and one of the main reasons for Roy's poor tier placement; while Marth can attack from afar and still deal respectable damage, Roy cannot do so, lest his attacks hit with extremely low knockback; Roy's sourspot on the entire length of the Binding Blade, besides the hilt, is also much weaker than Marth's sourspot on the hilt of the Falchion.
Perhaps in spite of his inferiority to Marth, Roy still has a notably large fanbase in the ''Melee'' community, partially stemming from his notable roles in some [[machinima]]. In an unofficial poll held by NinBuzz, Roy was actually voted the fifth favourite ''Melee'' character amongst viewers, gaining 9% of the vote.


Overall, the primary reason for Roy's named inferiority is precisely the one that anti-tiers attempted to refute: Roy has too much trouble trying to KO his opponents. Marth has far more creative and flexible ways to string together moves, deal damage, KO, and edgeguard (especially due to his {{mvsub|Marth|SSBM|down aerial}} [[spike]]). Roy, however, lacks the same flexibility in his comboing and KOing games, and is instead heavily reliant on predictable and repetitive chain grab and down tilt setups, with almost all of his viable combos ending in a forward smash. Roy's edgeguarding game is also considerably worse than Marth's; while Roy's down tilt is more useful for combos, it is not at all useful for intercepting the majority of recoveries (unlike Marth's). Additionally, Roy has a notoriously poor offstage game due to his falling speed and terrible aerials, that are both incredibly weak even when sweetspotted and have a high amount of ending lag, which severely hinders his ability to effectively edge-guard offstage without self-destructing. The current metagame for ''Melee'' reflects these differences and conclusions: Marth ranks in the S tier at 2nd place and features numerous dedicated mains, while Roy ranks in the D tier at 21st, and has very few dedicated mains of his own.
==In single-player modes==


==In 1-P Mode==
===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
[[File:BetaAllStarIntro.png|thumb|Roy's unused intro image.]]
[[File:BetaAllStarIntro.png|thumb|right|Roy's unused intro image.]]
Unusually, Roy does not appear in Classic Mode when unlocked, neither as an ally, nor as an opponent, making him the only fighter who never appears at all; the reason for this is unknown. Despite this, Roy does have an introduction image for the "Now Loading..." screen between matches in the game files.
Unusually, Roy does not appear at all in the Classic Mode when unlocked, neither as an ally, nor as an opponent, making him the only fighter who never appears at all; the reason for this is unknown. Despite this, Roy does have an introduction image for the "Now Loading..." screen between matches programmed into the disc.


===In [[Adventure Mode]]===
===In [[Adventure Mode]]===
Line 449: Line 290:
*'''[[Event 49: All-Star Match Deluxe]]''': Roy is the fifth opponent fought in this series of staged battles. The selected character battles him on Temple with a stock of 2 while Roy has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Young Link}} and {{SSBM|Ganondorf}}.
*'''[[Event 49: All-Star Match Deluxe]]''': Roy is the fifth opponent fought in this series of staged battles. The selected character battles him on Temple with a stock of 2 while Roy has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Young Link}} and {{SSBM|Ganondorf}}.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===Ending images===
<center><gallery>
<center><gallery>
RoyClassicMode.jpg|Classic Mode
File:RoyClassicMode.jpg|Classic Mode.
RoyAdventureMode.jpg|Adventure Mode
File:RoyAdventureMode.jpg|Adventure Mode.
RoyAllStarMode.jpg|All-Star Mode
File:RoyAllStarMode.jpg|All-Star Mode.
</gallery></center>
</gallery></center>


==[[Trophies]]==
===Japanese Translations===
In addition to the normal trophy about Roy as a character unlocked by completing {{SSBM|Classic Mode}} as Roy on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Roy on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Roy:
Roy speaks Japanese when in the [[Results screen|results screen]], or using [[Counter]], like fellow ''Fire Emblem'' character Marth.
 
Roy's four victory lines are:


{{Trophy/Fighter
*"{{ja|苦しい戦いだった。|Kurushī tatakai datta。}}", which translates to "It was a difficult fight."
|name=Roy
*"{{ja|僕 は 負けない。|Boku wa Makenai。}}", which translates to "I won't lose!"
|image=Roy Trophy Melee.png
*"{{ja|真の戦いは、これからだ。|Shin no tatakai wa, korekara da。}}", which translates to "The true fight is yet to come."
|mode=Classic
*"{{Ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", which translates to "For those whom I must protect, I will not lose!".
|desc=The son of the lord of Pharae Principality, Roy was studying in Ostia when the Kingdom of Bern invaded League of Lycia. [[fireemblemwiki:Eliwood|His father]] fell ill at this time, so Roy assumed leadership of Pharae's armies. After his fateful meeting with the Princess Guinevere, his destiny became inextricably linked with the fate of the entire continent.
|gamelist-ntsc={{Trophy games|game1=Fire Emblem|release1=Japan Only}}
|gamelist-pal=:Future Release
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
When using Counter, he either says:
|name=Roy
|image=Roy Trophy (Smash).png
|mode=Adventure
|desc=While Roy's moves are well balanced, he's a little on the slow side, and doesn't excel at midair combat. His blade, the Sword of Seals, gives him excellent reach, and makes his Double-Edge Dance slightly different than Marth's Dancing Blade. When it's fully charged, Roy's destructive Flare Blade delivers an instant KO.
|gamelist=:B: Flare Blade
:Smash B: Double-Edge Dance
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
*"{{ja|いまだ!|Imada!}}", which translates to "Not yet!"
|name=Roy
*"{{ja|そこ!|Soko!}}", which translates to "There!"
|image=Roy Trophy (Smash 2).png
|mode=All Star
|desc=Roy's blade is different than Marth's; he does the most damage hitting with the center of his sword. So, a fearless advance into the arms of his foe is Roy's best bet. Blazer is a bit slower than Marth's Dolphin Slash, but it's still a mighty attack that sets anyone it strikes aflame. Roy's attack after using Counter differs slightly from Marth's.
|gamelist=:Up & B: Blazer
:Down & B: Counter
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Roy|Alternate costumes]]==
==Trophy Descriptions==
{|style="margin:1em auto 1em auto;text-align:center"
In addition to the normal trophy about Roy as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Roy on any difficulty:
|-
:'''''(Smash Red)'''''
|colspan=5|[[File:Roy Palette (SSBM).png]]
:''While Roy's moves are well balanced, he's a little on the slow side, and doesn't excel at midair combat. His blade, the Sword of Seals, gives him excellent reach, and makes his Double-Edge Dance slightly different than Marth's Dancing Blade. When it's fully charged, Roy's destructive Flare Blade delivers an instant KO.''
|-
:* B: Flare Blade
|{{Head|Roy|g=SSBM|s=25px}}
:* Smash B: Double-Edge Dance
|{{Head|Roy|g=SSBM|s=25px|cl=Red}}
|{{Head|Roy|g=SSBM|s=25px|cl=Blue}}
|{{Head|Roy|g=SSBM|s=25px|cl=Green}}
|{{Head|Roy|g=SSBM|s=25px|cl=Yellow}}
|}


==Gallery==
:'''''(Smash Blue)'''''
:''Roy's blade is different than Marth's; he does the most damage hitting with the center of his sword. So, a fearless advance into the arms of his foe is Roy's best bet. Blazer is a bit slower than Marth's Dolphin Slash, but it's still a mighty attack that sets anyone it strikes aflame. Roy's attack after using Counter differs slightly from Marth's.''
:* Up & B: Blazer
:* Down & B: Counter
<center>
<center>
<gallery>
<gallery>
Roy SSBM Artwork.png|Official artwork of Roy.
File:Roy_Trophy_Melee.png|Classic
SSBMWebsiteRoy1.jpg|[[Idle|Idling]] on [[Fourside]].
File:Roy_Trophy_(Smash).png|Adventure
SSBMWebsiteRoy2.jpg|Using his [[forward smash]] on {{SSBM|Jigglypuff}} on [[Mute City]].
File:Roy_Trophy_(Smash_2).png|All-Star
Blazer.jpg|Using [[Blazer]] on {{SSBM|Bowser}} on [[Brinstar]].
Roy's Counter Move.jpg|[[Counter]]ing {{SSBM|Marth}}'s [[neutral aerial]] on [[Temple]].
Roy's B move.jpg|Using his fully-[[charge]]d [[Flare Blade]] on Bowser and {{SSBM|Donkey Kong}} on Fourside.
Roy's Double Edge Dance Move.jpg|Using [[Double-Edge Dance]]'s 4th slash inputted forward on [[Yoshi's Story]].
</gallery>
</gallery>
</center>
</center>
==[[Alternate costume (SSBM)#Roy|Alternate costumes]]==
[[File:Roy Palette (SSBM).png|frame|center|Roy's alternate costumes in ''Melee'']]


==Trivia==
==Trivia==
[[File:Royhal.png|thumb|Closeup of Roy's sword, showing the text "©HAL LABRATORY.INC"]]
[[File:Royhal.png|thumb|Closeup of Roy's sword, showing the text "©HAL LABRATORY.INC"]]
*Close examination of textures for the Binding Blade shows the incorrectly spelt text "©HAL LABRATORY.INC" included in the file. It is not known why the signature is there.
*Roy does not feature a sheath during gameplay and his "Challenger Approaching" screen like Marth does; this is considered unusual, as Roy has a sheath in his victory poses, official art, character select portrait and all three of his trophies, as well as his unused Classic Mode introduction.  
*Roy is the only playable character in ''Melee'':
*Roy and Marth are the only two characters in ''Melee'' that speak Japanese, regardless of language settings.
**That debuted in the 21st century.
*Roy and Marth are the only playable characters in ''Melee'' that don't have a stage representing their universe, though hacked data shows that [[AKANEIA|one was planned]].
**That is a clone of a [[newcomer]], as well as the only clone of an unlockable character.
**In Melee's [[All-Star Mode]], Roy is fought on [[Final Destination (SSBM)|Final Destination]]. In his two Event Match appearances and his unlock battle, he appears on [[Temple]].  
**Whose icon on the [[character selection screen]] has a different background color on his name (the background color is almost pure black on his name while other characters have a red and black color mix for their background color for their names).
*Roy with his Flare Blade, {{SSBM|Mr. Game & Watch}} with his [[Judgment]], and {{SSBM|Pichu}} with most of its electric attacks are the only characters in ''Melee'' to have attacks that directly damage themselves. {{SSBM|Kirby}} can also harm himself if he copies either Roy or Pichu.
**Who makes no appearance as a CPU whatsoever in {{b|Classic Mode|SSBM}}.
*Along with Marth, Roy was originally going to be a character exclusive to the Japanese version of ''Super Smash Bros. Melee'', but was kept in all versions on request of an employee at Nintendo of America. Because of their inclusion, American fans became interested in ''Fire Emblem'', which sold in countries where the games in the series had not been released.
*Roy's files and debug menu listings do not reference him specifically: he is instead referred to internally as "EMBLEM", most prominently in the [[debug menu]]<ref>{{Cite web|url=https://tcrf.net/Super_Smash_Bros._Melee/Master_Debug_Menu#CHAR_SELECT|title=Super Smash Bros. Melee/Master Debug Menu|site=The Cutting Room Floor|published=2015-03-09|retrieved=2015-03-16}}</ref> and his texture files refer to him with the codename "Fe", an abbreviation of "Fire Emblem".<ref>{{Cite web|url=http://smashboards.com/threads/melee-hacks-and-you-updated-1-7-11.247119/page-2#post-8291198|author=Steelia|title=Guide - Melee, Hacks, and You -- *UPDATED 1/7/11*|site=Smashboards|published=September 3, 2009|retrieved=March 16, 2015}}</ref> This suggests that Roy was chosen as the Marth clone relatively late in development.
*Roy, {{SSBM|Marth}}, and {{SSBM|Peach}} are the only characters in ''Melee'' with a special move that can counter.
*Roy does not feature a sheath during gameplay and his "Challenger Approaching" screen like Marth does; this is considered unusual, as Roy has a sheath in his victory poses, official art, character select portrait and all three of his trophies, as well as his unused Classic Mode introduction. This also happens in ''Smash 4'' and ''Ultimate'', but the sheath appears when he uses his [[Critical Hit|Final Smash]].
*Roy's appearance in ''Melee'' was the first time he appeared in any game, as [[fireemblemwiki:Fire Emblem: The Binding Blade|his game]] was released after ''Melee''.
*Possibly as a result for his somewhat high learning curve and being a popular low-tier substitute for high-level smashers such as {{Sm|Mew2King}} and {{Sm|Ken}}, the term "skilled Roy" is a common gag inside the ''Melee'' community for being an unbeatable character, with the phrase "A skilled Roy can beat any {{SSBM|Fox}}. This is why I main Roy." being a good example of it.
**This technically makes Roy the first ever playable Nintendo character to debut through the ''Super Smash Bros.'' series.
*Roy and Marth are the only playable characters in ''Melee'' that do not have a stage representing their universe, though hacked data shows that [[AKANEIA|one was planned]].
*Close examination of textures for the Sword of Seals shows that the text "©HAL LABRATORY.INC" was included in the file. It is not known why the signature is there.
**In ''Melee''{{'}}s [[All-Star Mode]], Roy is fought on {{SSBM|Final Destination}}. In his two Event Match appearances and his unlock battle, he appears on [[Temple]].
*All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect.
*Roy and {{SSBM|Young Link}} are the only fighters to use their KO cry for other uses. Roy's is used when fully charging [[Flare Blade]] and Young Link's is used during his Star KO animation. {{SSBM|Kirby}} also mimics this unique property when he copies Roy and releases a fully-charged Flare Blade.
*Roy with his Flare Blade, {{SSBM|Mr. Game & Watch}} with his [[Judge]], and {{SSBM|Pichu}} with most of its electric attacks are the only characters in ''Melee'' to have attacks that directly inflict recoil damage. {{SSBM|Kirby}} can also harm himself if he copies either Roy or Pichu.
*Ironically, Roy's sword trails indicate that the sweetspot is at the tip of the sword.
 
==References==
{{reflist}}
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0115/index.html Roy's page at Smabura-Ken] ([[smashwiki:26TP/Roy|Translation]])


{{SSBMCharacters}}
{{SSBMCharacters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}
[[Category:Roy (SSBM)| ]]
 
[[Category:Trophies (SSBM)]]
[[Category:Fire Emblem universe]]
[[es:Roy (SSBM)]]
[[Category:Roy (SSBM)]]

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